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Suggestion: Cactus Sap going in Bar Refrigerator.
1) Barrels lose "single resource" status. Barrels stop respecting their dedicated storage status after logging out and logging back into the server. When first place the barrel and select the contents, I can use the S+ transfer tool, or do a "dump all" from my own inventory into a barrel and only the selected resource goes into the barrel. However, after logging out and back in, the barrels will take any item.
2) Barrels and Small Crates not recognized as individual container types. I'm not sure if this really counts as a bug, but I rely pretty heavily on the S+ mod's transfer tools to organize my stuff. Unfortunately, the tools don't recognize the barrels and crates as specific containers, anymore. Barrels show up in the container menus as "Generic Barrel," and the crates show up as blank rows. This makes it difficult for me to set up the tool to quickly move a lot of materials into their designated containers. Any chance you could set it up so that the container gets a unique item name after you designate the contents it's supposed to hold?
3) Bar Refrigerator slots not accurate. The bar refrigerator shows "X/500" where X is the number of slots filled, but the last 200 slots are not visible in the inventory. When you remove items so there are fewer than 300 items, you can see the other items that were in there, but they aren't accessible until you do that. This is especially problematic when you have a lot of organic polymer.
------------ Since I'm talking about the bar refrigerator, can I suggest that you allow things like health and energy drinks to be stored in there? It seems appropriate to me that they should be stored alongside antidotes and that sort of thing.
Thanks, again!
#1) This is fixed in the upcoming bug fix version that will be live soon.
#2) I have not completely dived into all the code for S+ but I do believe that this is due to the mod using the "class default object" for the structure to gets its info rather than what it is currently set to at that moment. Think of the class default object or CDO as what the item is set to out of the box - in this case a barrel is set to generic and the crate actually doesn't have a type until it's placed (fixes a bug with some of the settings). This is most likely why those show up as such. I'll take a look at the S+ source transfer tool to see how it actually works but if it uses the CDO then it unfortunately won't be easy to fix.
#3) This is due to a copy and paste error from a previous update where I was simplifying the ini code but inadvertently copied incomplete code that resulted in the described issue. I thought I had fixed this for all structures but apparently I had missed some in the last update. This will be fixed in the next bug fix update.
Issues like #3 are part of the reason why I'm going back and revamping all the old structures to use the new function libraries and parent blueprints as it will not only allow everything to have consistent features and styling it will create a single source for common functions such as grabbing settings from the ini.